<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">

</body>
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
<script src="js/utils/SceneUtils.js"></script>
<script src="js/QuickHull.js"></script>
<script src="js/geometries/ConvexGeometry.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000);
        camera.position.set(0, 0, 600);
    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }

    var light;
    function initLight() {
        scene.add(new THREE.AmbientLight(0x404040));

        light = new THREE.DirectionalLight(0xffffff);
        light.position.set(1,1,1);
        scene.add(light);
    }

    function initModel() {
        generatePoints();
    }

    //生成模型调用的方法
    function generatePoints() {
        // 随机生成一组顶点
        var points = [];
        for (var i = 0; i < 20; i++) {
            //xyz轴的坐标点的位置会随机生成在+-150以内
            var randomX = -150 + Math.round(Math.random() * 300);
            var randomY = -150 + Math.round(Math.random() * 300);
            var randomZ = -150 + Math.round(Math.random() * 300);

            //创建一个坐标点并添加到数组当中
            points.push(new THREE.Vector3(randomX, randomY, randomZ));
        }

        //声明一个存放所有点的网格对象
        spGroup = new THREE.Object3D();
        //声明一个网格基础材质
        var material = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: false});
        //遍历数组生成小球点并添加到对象当中
        points.forEach(function (point) {

            var spGeom = new THREE.SphereGeometry(2);
            var spMesh = new THREE.Mesh(spGeom, material);
            spMesh.position.copy(point); //将当前小球的位置设置为当前点的坐标
            scene.add(spMesh);
        });
        // 将存放所有点的对象添加到场景当中
        scene.add(spGroup);

        // 使用这些点实例化一个THREE.ConvexGeometry几何体对象
        var hullGeometry = new THREE.ConvexGeometry(points);
        //生成模型
        hullMesh = createMesh(hullGeometry);
        //添加到场景
        scene.add(hullMesh);
    }

    function createMesh(geom) {

        // 实例化一个绿色的半透明的材质
        var meshMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00, transparent: true, opacity: 0.2});
        meshMaterial.side = THREE.DoubleSide; //将材质设置成正面反面都可见
        var wireFrameMat = new THREE.MeshBasicMaterial();
        wireFrameMat.wireframe = true; //把材质渲染成线框

        // 将两种材质都赋给几何体
        var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]);

        return mesh;
    }

    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转，右键按住平移，滚轮缩放
    var controls;
    function initControls() {

        controls = new THREE.OrbitControls( camera, renderer.domElement );

        // 如果使用animate方法时，将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = true;
        //设置相机距离原点的最远距离
        controls.minDistance  = 200;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 1600;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    function render() {
        renderer.render( scene, camera );
    }

    //窗口变动触发的函数
    function onWindowResize() {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function animate() {
        //更新控制器
        controls.update();
        render();

        //更新性能插件
        stats.update();
        requestAnimationFrame(animate);
    }

    function draw() {
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>